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Old 11-27-2018, 12:21 AM   #6
evileeyore
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Default Re: Adding Affects magic to DR

Quote:
Originally Posted by Anthony View Post
Ugh. Limitations that make abilities more effective are bad game design, though it wouldn't be the first time GURPS has done that. In any case, I would say in this case that affects magic is +80%.
The Limitation isn't making the DR better... it's the 'Limitation' on the power that's making it worse, in this case Magical spells being Magic and thus susceptible to the means of negating or reducing the effects of Magical spells.

So, by limiting the DR to Magic Only you're both increasing it's usefulness (can now affect magic) while simultaneously curtailing it's usefulness (cannot affect anything else).

I agree that it should probably have been written as DR (Can Affect Magic, +XX%; Limited Magic Only, -(20+XX)%) so you can have some DR that only affects Magical attacks that DR normally interacts with.

But that's not the GURPS we have.


(Noting of course that as I just discovered elsewhere, Psionic Powers does require Malediction-Proof +50% for DR to able to interact with Malediction Psi powers - which is how I might rule in my games in the future. Maybe.)



Side thoughts:
Quote:
Originally Posted by evileeyore View Post
There are no spells that ignore "DR" (Deathtouch ignores armor)* and there are none labeled as "maledictions" (though you can certainly treat them that way).
This means that the character is already 'protected' from Deathtouch as her DR is all Tough Skin, no armor. So....


Yeah, I'm going to keep pursuing this (for hypothetical builds, and Dehydrate and Frostbite which are of vastly lesser relevance - the Character has really good HT and Resistant to Metabolic Hazards making those spells futile against her), but it's looking like this train of thought is moot for actual play.
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